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Subject: First ever event - Sullust 300 points Rebels and Imperials rss

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David Bernier
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Hey guys, looking for input on my two list I will bring to the Sullust Event at my FLGS on october 10th. Here they are:

REBELS - 297 points

AF MK II B
- Paragon
- General Dodonna
- Gunnery Team

AF MK II B
- Gunnery Team
- Electronic Countermeasures
- X17 Turbolasers

SQUADRONS
- Luke
- Wedge
- X-Wing
- X-Wing
- Dutch
- Y-Wing
- Y-Wing

Something more squad heavy here with lost of fire power. The only thing that frightens me is I have only 2 ships. But they are well equipped and could sustain lots of hits for a good while...


IMPERIALS - 296 points

Victory II
- Screed
- Gunnery Team

Victory II
- Gunnery Team
- XX-9 Turbolasers

Gladiator I
- Demolisher
- Engine Techs
- Assault Concussion Missiles

No squads but 3 good ships that can dish out a lot. The 2 V2s will slowly move from the flanks to the center and try to attack with their front hull as much as they can while the Gladiator will be the annoying bee that buzz all over the place and take shots.


Are those lists viable?

Would really love input from event vets on those lists! Thanks a lot!
 
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Phil Triest
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Rhezuss wrote:
Are those lists viable?


Every list is viable. It is going to come to who you are up against and how well you tactically utilise your fleet and also what objectives show up. Your second list is pretty common. I know Screed is great but I'd take Motti every time. 5 extra hull points is more to me than max 8 crits per game (all depends on the dice) and he costs 2 points less. For all ship Imp lists I prefer Motti.

The Rebel fleet I don't actually like. Think about how you would fair against the Imp list you made as well as playing some area control objectives. I'd keep Luke and the Ys and throw in a Salvation (Neb Support) removing the other fighters and Paragon. But that is just me. If you want to keep Paragon then you will be close to 300 points.
 
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David Bernier
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REBELS - 297 points

AF MK II B
- Paragon
- General Dodonna

AF MK II B
- Gunnery Team
- Electronic Countermeasures
- X17 Turbolasers

NEB SUPPORT REFIT
- Salvation

SQUADRONS
- Luke
- Y-Wing
- Y-Wing
- Y-Wing


IMPERIALS - 294 points

Victory II
- Motti
- Gunnery Team

Victory II
- Gunnery Team
- XX-9 Turbolasers

Gladiator I
- Demolisher
- Engine Techs
- Assault Concussion Missiles

Made some changes, not bad ideas Phil. I like the Rebel list a bit more now but i'll have to find a way to squeeze in some squadrons in the Imperial list...
 
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Eric Engstrom
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One big advice I can give is to watch out for Engine Tech gladiators. They are FAST and the gap will close very quickly, and black dice do LOTS of hits.

I can not stress this enough.


2nd: I don't know your meta, but at our store event there were a LOT of rhymer balls. Your imperial list is in trouble if you come up against it because they will bowl you over, and their VICs will have an easier time cleaning you up.
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Reaper Steve
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bungeeboy wrote:
2nd: I don't know your meta, but at our store event there were a LOT of rhymer balls. Your imperial list is in trouble if you come up against it because they will bowl you over, and their VICs will have an easier time cleaning you up.


We had a guy show up with 2 VSD1s and a VSD2 with Motti, and thought he was untouchable. I brought a VSD2 with Screed and 2 GSD1s with ACM (one with Demolisher) and a Rhymer ball (Rhymer, 2 bombers, and an Advanced) and I destroyed him without taking a single casualty.

I know the popular meta is 'no squadrons,' but I disagree. Squadrons crush people without squadrons. I'm not saying to overdose on them, but you need to be able to defend against squadrons if someone brings them and capitalize on the opportunity that presents itself if your opponent doesn't bring any.
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Reaper Steve
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philtrees wrote:
5 extra hull points is more to me than max 8 crits per game.


You can get a lot more than 8 crits out of Screed. You can get one every single time every ship attacks. For example: 3 ships, 2 attacks each, with 5 rounds of attacking (assuming no 1st round attacks) = 30 opportunities to create a crit. And if you're rolling black dice, you can cash in a blank to change another blank to a Hit+Crit.
 
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Allen T
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Right- he's really good for lists with lots of black dice, not so good for fleets with few/none.
 
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David Bernier
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Reaper Steve wrote:
bungeeboy wrote:
2nd: I don't know your meta, but at our store event there were a LOT of rhymer balls. Your imperial list is in trouble if you come up against it because they will bowl you over, and their VICs will have an easier time cleaning you up.


We had a guy show up with 2 VSD1s and a VSD2 with Motti, and thought he was untouchable. I brought a VSD2 with Screed and 2 GSD1s with ACM (one with Demolisher) and a Rhymer ball (Rhymer, 2 bombers, and an Advanced) and I destroyed him without taking a single casualty.

I know the popular meta is 'no squadrons,' but I disagree. Squadrons crush people without squadrons. I'm not saying to overdose on them, but you need to be able to defend against squadrons if someone brings them and capitalize on the opportunity that presents itself if your opponent doesn't bring any.


Wow, mind if I use this idea for my Imperial list sir? Sounds like a really fun list btw!
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Reaper Steve
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Rhezuss wrote:
Wow, mind if I use this idea for my Imperial list sir? Sounds like a really fun list btw!


Not at all! Just realize, YMMV. Get some practice in with it. It's not a point and shoot list. I had to do some homework and practice my attack geometry. And even with that, some fancy flying was required! I bungled my initial approach in the game against the 3 VSDs, but was able to pull off an amazing block without hosing myself.

See this thread for the evolution and thought process:VSDII + Rhymer Ball. My last two posts have the final list, as well as a mini-tourney report.

Also notice that my GSDs DO NOT have Engine Techs, so they are not as forgiving to fly. But having the blue dice from the VSD-II and an escort (TIE/AD) for anti-fighter duty was more important to me. My experience has been that Engine Techs are great for getting into a bad spot faster than you normally would. Granted, demolisher with Engine Techs is one of the nastiest things out there, but it can be just as nasty without them.
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David Bernier
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Could an Insidious GSD1 could also be nice? It would put me up at 296 points...could still be in the course for Initiative...
 
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Thomas Koziatek
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I won a local tourney with 1 Vic with Screed and hangars, 2 Glads (1-Concussion Missles, 2-Launchers), and 4 Tie fighters.

First gent (Whale, Nebulon, 2x Corvette, and a few misc fighters)was doing great until a slight miscalculation ended up with his Whale flying off the board by about 1/2 inch.

Game 2 was another Imperial with Screed, 2 Vic's and 1 Glad, no fighters. Going head to head I traded my Glad for 1 of his Vics, then killed his second Vic a bit later.

3rd/Last game (We only played 3 in total), I took the ISD, Raider, and my 2 favorite Glads with Vader and Boba. Opponent took Home 1, Mc-30, and all the Scum. He took my Surprise Assault objective, and after placement had the Mc-30 in the middle. My 2 Glads tore it apart in 1 turn (picture 6 blacks, all double hit/crit), then we moved on to kill Home One when I had a card/ability that allowed me to change his repair to a Nav, and then pound him to a hulk.
 
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Reaper Steve
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Rhezuss wrote:
Could an Insidious GSD1 could also be nice? It would put me up at 296 points...could still be in the course for Initiative...

In place of what? Are you saying Insidious instead of Demolisher?
 
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David Bernier
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Reaper Steve wrote:
Rhezuss wrote:
Could an Insidious GSD1 could also be nice? It would put me up at 296 points...could still be in the course for Initiative...

In place of what? Are you saying Insidious instead of Demolisher?


No, adding Insidious to the second GSD...
 
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Reaper Steve
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My list is 300 points. See that other thread I linked. I had an Intel Officer on the VSD-II--Accuracy from blue dice plus Intel officer puts the target in a really bad spot. You could consider dropping him for Insidious. FWIW, I don't think the not-Demolisher GSD took a rear arc shot in either of my games. To be most effective, Insidous does need Engine Techs to get around the flank ASAP. I didn't need a flanker; Demolisher was the flanker. The unnamed GSD was bait and a blocker.
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